Nothing special. Really, no supercomputer necessary! (I can run this stuff on my 6-year-old HP laptop)
Mandelcraft: No idea, Minecraft has gone to shit since I last played it. You'd have to set up WorldEdit with bukkit, then install the worldedit script in the proper craftscripts folder.
JVoxelEngine: Not really configured to be run directly by a user. I think you could just download the class files and run them from the command line with java <className>. You'd want to run Menu.class. Worst case scenario you'd have to run it through Eclipse.
CVoxelEngine: Easiest to set up, and the one I recommend you use. You can really just follow the readme, it tells you everything you need to know, and more.

How it started
It all started with division by zero.
4 years ago I watched a youtube music video of an animated flight through a fractal object called a Mandelbox. Because of how much the fractal reminded me of architecture, I felt inspired to build that architecture in an environment where it could be experienced by a user more readily than the music video. The animation from the music video was generated using Mandelbulber, and was rendered on a super-computer over 24+ hours (damn bruh). At the time I was really into minecraft, so I decided I wanted to build (or generate) 3d fractals in Minecraft.
The first results - Minecraft
I succeeded in generating a wide range of fractals in Minecraft. Here's an image album. And here's the repository which includes the WorldEdit script I used to generate the fractals.
Over time I began to feel constrained by the 256-block ceiling limit in Minecraft. I wanted to make BIGGER objects so I could see more detail. There are one or two minecraft mods to increase the height limit in minecraft, but none of them were particularly stable or completed (to my knowledge).
So, I decided to move on. I had a project to do for my Java programming class, and we were encouraged to greatly exceed the project requirements. So, with some help from a friend, I built my own voxel-based graphics engine.
My first voxel engine - Java
I made my first graphics engine in Java using software raycasting. It was a pain to figure out the details of the trigonometry necessary for raycasting a view at an arbitrary camera rotation.
I only used this engine to generate fractal objects, because they are the most fun. I did more experimentation with this engine with different parameters for fractals, and worked with several other developers I knew from college to improve it in various ways. I used a decompression buffer to generate larger worlds without using up all 16gb of a lab computer's RAM. A friend added global lighting, shadows, and an improved raycasting algorithm.
It's pretty awesome, though certainly hacked together. The repository is available here. You can view images I've generated in this engine here and here.
My second voxel engine - C++
This is my current voxel engine. The Java voxel engine was pretty lousy in performance, so I figured I might be able to get things to run faster using C++. This engine is better than the Java engine in many ways, with greater flexibility and better performance (about 10x reduction in generation times, 3x increase in framerate).
With this iteration I've been generating some ultra high-res images, including 3840x1080 wallpapers for my dual-monitor setup and images at other resolutions. (3840x2160, 5120x3840, 10240x7680).
The readme is pretty thorough, so feel free to give it a whirl yourself! You won't be able to generate worlds much larger than 1024^3 currently because the world is allocated as a single contiguous array in memory.
Repository: https://github.com/matortheeternal/CVoxelEngine
FTP Images: http://mator.933industries.com/voxel-engine/ (lossless PNG)
Imgur Album: http://imgur.com/a/0aU6M
The future
In terms of performance, I can get much better framerates and speed if I leverage the GPU. I'm planning on using OpenCL to do that.
I've seen several interesting articles about fractal-based art, and think it would be cool to see where that leads. Who knows, maybe I'll get featured somewhere! Until then, I plan on making some big posters for my room.
I think it would be cool to use this engine as a means to teach people about fractal mathematics and graphics engines. I don't really envision myself working in education, but I see some potential here. Here's some presentations I made a little while ago:
Voxel Graphics Engines: https://docs.google.com/presentation/d/19rN2kiVKtv9aT29A120V3ZkfhYaJZSBsVxcpcSVoRbo
Generating Fractal Objects: https://docs.google.com/presentation/d/1HC2OzB_Ai6-gpL44LnVtyRXYHtBy4nKvCHi-w3jiilo

Thanks for the welcome, everyone! I know that I went a bit off-the-road by posting a "introduction"-esque type post here in the Fallout 4 subforum, but it was late last night and I didn't want to bother making both an introduction thread in the Member Introductions subforum and a thread about my Fallout 4 projects here in the Fallout 4 subforum.
Besides, I've technically been a member of this site since 2013. (albeit an inactive lurker)
Binary search my friend, binary search. It solves all problems in logarithmic time.
Fun fact, I actually came and posted this here because I connected with Tucker last night through a mutual friend. We discussed modding and a tool some of the members of this community are working on.

Hi there,
I used to be a part of the Halo community, but I moved out of it around '11-'13. I got Skyrim in 2011, and I started making mods in 2012. Skyrim and Fallout 4 are based on the same engine, and a lot of the tools for Skyrim can be easily ported to work with Fallout 4 as well (it's been done from Oblivion to Fallout 3, to Fallout New Vegas, and to Skyrim, and is happening now).
So, the point I'm trying to get to is I have several bethesda-game related modding projects, and would like to share them with the Open Carnage community and invite any developers who are interested to join me in working on them. Or look at the source code and get a better idea of how they work, whatever suits your fancy! I'd also like to help anyone here who is interested in getting into Fallout 4 modding to get a handle on the tools and the community.
Here's a list of my current/past projects:
Projects
Title: Skyrim Mod Picker
Date started: 11/21/2015
Status: Early design stages
Team: Mator, Nazenn, Thallassa, ThreeTen, TheVortex137, Nariya, TerrorFox1234, Peanut, FadingSignal
Links: [reddit]
Description: A web application for building a load order of mods. Would initially be developed for Skyrim, but all functionality will be built generically so it can be easily extended to work with any other Bethesda game (Fallout 4, Fallout 3, Fallout New Vegas, Oblivion).
Title: Mator Smash
Date started: 10/18/2015 (standalone) 9/1/2014 (proof of concept script)
Status: Alpha
Team: Mator, Netrve
Links: [github] [afkmods] [step] [bethesda]
Description: A standalone application built on the xEdit framework that provides a dynamic, flexible means of automated conflict resolution. Potential successor to Wrye Bash's Bashed Patch. Works with Skyrim, Fallout New Vegas, Fallout 3, and Oblivion. Will work with Fallout 4 when xEdit framework is has been fully updated to support FO4.
Title: Merge Plugins Standalone
Date started: 4/29/2015
Status: Beta
Team: Mator
Links: [github] [afkmods] [step] [bethesda] [nexusmods] [reddit]
Description: A utility for merging (combining) Bethesda Plugin files built on the xEdit framework. Built to replace my popular Merge Plugins Script. Works with Skyrim, Fallout New Vegas, Fallout 3, and Oblivion. Will work with Fallout 4 when xEdit framework is has been fully updated to support FO4.
Title: Automation Tools
Date started: December 2013 (ish) Last updated: 10/6/2014
Status: Released
Team: Mator
Links: [github] [nexusmods]
Description: A bunch of different xEdit scripts for automating various tasks. All scripts work in any version of xEdit.
Title: Merge Plugins xEdit Script
Date released: 7/5/2013
Last updated: 3/9/2015
Status: Released
Team: Mator
Links: [nexusmods]
Description: An xEdit script I made for merging bethesda plugin files. My most popular mod (and one of the oldest).
I may try to make some sort of resources thread sometime soon, if you guys want. Until then, you can refer to any of the forums I linked for stuff about Skyrim/Bethesda game modding. TES5Edit is a fantastic project, so you should definitely look into that. Oh, and before I forget: FO4Edit Experimental Thread
The xEdit project is currently being updated to support Fallout 4. You can download the latest developer build from the link above. Rename the downloaded executable to FO4Edit.exe to run it in Fallout 4 mode.
Regards,
-Mator

Official Website
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Description: The Ultimate Stunting Tutorial is a video project that I started in 2007. The original goal of the project was to create a tutorial video documenting every stunt/trick/glitch on the Halo: Combat Evolved multiplayer map Blood Gulch. At the time, I knew only 30 stunts on Blood Gulch, and considered this an easy endeavor. However, as I worked on the video I learned more. Over the years the list of stunts grew from 30 to 400. When the list of stunts reached 400, I decided I had to stop adding more to the video. The result of this gargantuan effort is the massive video project I bring you today. I have put my heart and soul into this project. Enjoy. Statistics: Started 04/2007 Completed 08/04/2014 400 stunts 4 hours, 45 minutes 2 seconds of video content 43 video parts Over 600gb of raw footage Contributions from over 100 stunters Thousands of screenshots Why should I care? You certainly don't have to care if you don't want to. However, if you want to see some of the crazy things that have been invented over the years by the few thousand players that have been a part of the Halo stunting community, this is a project you really should see. Stunting/tricking is a lot of fun, and has inspired a great many people. You should check it out, to see what it's all about. What should I watch? You should start by watching the intro videos. There are three of them, and each is around 2 minutes long. These videos contain highly edited content presented in a montage format. They aren't tutorial videos like the rest of the video. You can also check out the "extras", which are sprinkled throughout the tutorial sections of the video. See the Guide on the official website for where these Extras can be found. Video quality: The video is rendered in 1280x960, excluding the intros, which are rendered in 1280x720. The source footage is mainly 640x480, though the source footage for the intros is around 1280x1024. The reason for this is because this video was recorded before I had a powerful computer, so I could only really get 30fps on 640x480 when recording with fraps. You won't be able to notice it very much, however, save for some slight aliasing along edges. Purpose: This project was done by me for a few reasons, but the first and foremost reason was to share my knowledge and love for Halo stunting with others. Sadly, this project was completed after I and most others have left the Halo stunting scene. If this project were to gain enough popularity to breathe life back into Halo stunting it would be like a dream come true. This project was also created as a means for personal growth. In working on this project I have learned about project management (err, project procrastination maybe?), video editing, working with people, web design, and more. It's been an amazing experience for me, and I wouldn't have it any other way. Credits: You can find a list of some of the stunters who were great influences in making this project here. Additional information: For additional information on the project, the video parts, etc., please see the official website.

you mean no lead? that's nice and all, but it doesn't fix general warpiness.
lag falling would be so easy to fix with the right access. hell, every dynamic/static de-synchronization I've seen could fixed if I had the right access.
RCs: send driven = 0 packet to players once every few seconds for each vehicle.
Other dynamic desyncs: send position overwrite to player regardless of whether or not they're moving in the same direction continuously, with player correction if difference in positions is greater than a certain preset value.
Velocity desyncs (lagfalling): send velocity (including velocity = 0) to clients every so often.
etc.